Game Development: Reinforced Map

Announcements about major changes in Haven & Hearth.

Game Development: Reinforced Map

Postby jorb » Fri Apr 17, 2026 12:17 am

We've been developing, and here's what's new.

Image

New Implementations
-----------------------
  • Added "Reinforced Tunnel", a wider/longer tunnel mine support.
  • Added "Wickerman Mask", mask.

Key Fixes
-----------------------
  • Added support for automatic update of map markers.
    • There is now support for updating map markers automatically with server side info.
    • Thingwalls now use this to attempt to communicate their status, if they are controlled, when they can be challenged, &c.
    • On existing maps, you must re-visit the Thingwalls to get them registered to your local map as updating objects.
    • Dynamic icons have some update problems to be ironed out in that you need to invalidate the client-side tooltips in order to refresh them properly. This can be done by logging out/in, or scrolling the icon out of view.
    • Relatedly, standardized the scale rendering of map icons. The immediate consequence is that all icons should now render in the same size. Arguably some wonders and such should perhaps remain large as they were. Considering.
    • The idea here is to provide all players ready access to public information without the need to run around the map. Arguably, natural wonders and such could also report their status.
    • Do note that updated clients will now save the map in a format which older clients are unable to read, so if you resave your map by logging in on an updated client, you may find it difficult to return. Backup your maps if you are worried.
    • Took the opportunity to improve the map marker save format to make it more forward compatible for future changes.
  • When exiting mounts, "soft objects", i.e. most anything carryable, should no longer block you from dismounting. This may fix a certain bug I have had reported to me several times.

Small Fixes
-----------------------
  • "Brimstone" should now stack.
  • Gave the "Timber Tunnel" an extra tile of extent. Felt cute.

Image
As always, if you liked what we did here: Support the patch.

Today's Patch Item, for the fair price of $7, is the "Diamond Prospector's Hat".

Store Description wrote:Image$7 Some have accused this hat of only peddling in cheap, glass, trinkets, but few deny that it once came sailing down the Orinoco, on a laden canoe lying low in the water.


All Gold & Silver subscribers have been awarded the "Diamond Prospector's Hat", free of charge.

In the Pipe
-----------------------

UPDATE YOUR CLIENTS... for cool new map stuff.

Enjoy!
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Game Development: Reinforced Map

Postby Regulus2424 » Fri Apr 17, 2026 12:20 am

the tunnel inflation is real
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Re: Game Development: Reinforced Map

Postby inevitable » Fri Apr 17, 2026 12:20 am

Great to see you guys back on the weekly cadence and some exciting changes to boot!
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Re: Game Development: Reinforced Map

Postby Brojnos » Fri Apr 17, 2026 12:22 am

Nice patch Jorb and Loftar :mrgreen: as always I will keep suggesting the same thing: New combat animations, for all combat moves !!! make all hearthlings look cool while fighting ;)
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Re: Game Development: Reinforced Map

Postby Luno » Fri Apr 17, 2026 12:23 am

Image
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Re: Game Development: Reinforced Map

Postby Regulus2424 » Fri Apr 17, 2026 12:25 am

somebody check if snek bug is actually fixed btw
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
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Re: Game Development: Reinforced Map

Postby Nightdawg » Fri Apr 17, 2026 12:45 am

jorb wrote:Our primary development direction is toward object-controlled-objects.

Sure buddy
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Re: Game Development: Reinforced Map

Postby _Scipio » Fri Apr 17, 2026 1:01 am

another good update thanks
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.

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Re: Game Development: Reinforced Map

Postby Robben_DuMarsch » Fri Apr 17, 2026 1:07 am

Regulus2424 wrote:somebody check if snek bug is actually fixed btw


Can someone also check if you can dismount over objects through visitor gates from a wagon too?
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Re: Game Development: Reinforced Map

Postby inevitable » Fri Apr 17, 2026 1:21 am

this line is kinda spammy and only applies to new v4 PMarkers: https://github.com/dolda2000/hafen-clie ... .java#L332
maybe wanna wrap it with:
Code: Select all
 if(debug) Debug.dump(enc);
but i thought it was the SMarkers that the patch notes said need more debugging anyway?
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